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https://github.com/kolbytn/mindcraft.git
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better idle check, wait for done generating
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parent
cee25212aa
commit
e63b528bba
3 changed files with 19 additions and 9 deletions
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@ -165,13 +165,13 @@ export class Agent {
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}
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});
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this.self_defense = true;
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this.defending = false;
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this._pause_defending = false;
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// set interval every 300ms to update the bot's state
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this.update_interval = setInterval(async () => {
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this.bot.modes.update();
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}, 300);
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}
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isIdle() {
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return !this.coder.executing && !this.coder.generating;
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}
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}
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@ -10,6 +10,7 @@ export class Coder {
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this.file_counter = 0;
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this.fp = '/bots/'+agent.name+'/action-code/';
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this.executing = false;
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this.generating = false;
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this.code_template = '';
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this.timedout = false;
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}
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@ -87,6 +88,15 @@ export class Coder {
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async generateCode(agent_history) {
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// wrapper to prevent overlapping code generation loops
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await this.stop();
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this.generating = true;
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await this.generateCodeLoop(agent_history);
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this.generating = false;
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}
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async generateCodeLoop(agent_history) {
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let system_message = "You are a minecraft mineflayer bot that plays minecraft by writing javascript codeblocks. Given the conversation between you and the user, use the provided skills and world functions to write your code in a codeblock. Example response: ``` // your code here ``` You will then be given a response to your code. If you are satisfied with the response, respond without a codeblock in a conversational way. If something went wrong, write another codeblock and try to fix the problem.";
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system_message += getSkillDocs();
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@ -34,7 +34,7 @@ const modes = [
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on: true,
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active: false,
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update: function (agent) {
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if (!agent.coder.executing) {
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if (agent.isIdle()) {
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const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8);
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if (huntable) {
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execute(this, agent, async () => {
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@ -51,7 +51,7 @@ const modes = [
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on: true,
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active: false,
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update: function (agent) {
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if (!agent.coder.executing) {
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if (agent.isIdle()) {
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let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8);
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if (item) {
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execute(this, agent, async () => {
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@ -70,7 +70,7 @@ const modes = [
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active: false,
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update: function (agent) {
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if (this.active) return;
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if (!agent.coder.executing) {
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if (agent.isIdle()) {
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// TODO: check light level instead of nearby torches, block.light is broken
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const near_torch = world.getNearestBlock(agent.bot, 'torch', 8);
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if (!near_torch) {
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@ -96,7 +96,7 @@ const modes = [
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last_entity: null,
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next_change: 0,
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update: function (agent) {
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if (!agent.coder.executing) {
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if (agent.isIdle()) {
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this.active = true;
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const entity = agent.bot.nearestEntity();
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let entity_in_view = entity && entity.position.distanceTo(agent.bot.entity.position) < 10 && entity.name !== 'enderman';
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@ -174,7 +174,7 @@ class ModeController {
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}
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update() {
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if (!this.agent.coder.executing) {
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if (this.agent.isIdle()) {
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// other actions might pause a mode to override it
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// when idle, unpause all modes
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for (let mode of this.modes_list) {
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